textadventures.co.uk Forums - Quest ForumAll posts to the Quest Forum forum on textadventures.co.ukhttp://textadventures.co.uk/forum/quest/feed2019-05-25T15:57:50Zhttp://textadventures.co.uk/forum/quest/topic/plyoce9l5u2iivpx6dk5jq/title-screen#b3374b2f-a56c-4b8f-8e4a-4d422424c230Title Screen2019-05-24T10:54:49Z2019-05-24T10:54:49Zmrangel<p>I think the cover art is just for the game's listing on the website. It's never displayed within the game as far as I can tell.</p>
http://textadventures.co.uk/forum/quest/topic/plyoce9l5u2iivpx6dk5jq/title-screen#2d665032-3f8a-4703-88bb-99efc078b1ceTitle Screen2019-05-24T07:05:59Z2019-05-24T07:05:59Zwooterslw<p>So is there a special command for a Title Screen before the game starts. I see a spot for Cover Art and a description in the game setup. Is there something for that?</p>
http://textadventures.co.uk/forum/quest/topic/buyacx2fpewufczd8ixkqg/do-not-display-room-name#a9f4f60b-4af1-4c01-a4dc-81e2c0276135Do not display Room Name2019-05-23T16:08:30Z2019-05-23T16:08:30Zwooterslw<p>game.showdescriptiononenter is exactly what I needed. Thanks!</p>
http://textadventures.co.uk/forum/quest/topic/buyacx2fpewufczd8ixkqg/do-not-display-room-name#c481aabd-e227-4376-872e-076071182a69Do not display Room Name2019-05-23T15:23:48Z2019-05-23T16:26:37Zmrangel<p>If there's only one way (or a small number of ways) to get to that room, it would probably be easier to run the code before the player is in the room. Before they are moved there if it's a script action, or by putting your messages in the exit's script if it's somewhere the player moves to themself.</p>
<p>Otherwise:</p>
<blockquote>
<p>the room name appears after all that text.</p>
</blockquote>
<p>The room name already appears after any text from the "before enter" scripts.</p>
<p>If your script includes menus or player interaction, it's a bit harder (which is why I suggested doing your other stuff before actually moving the player).<br>
You'd want one of:</p>
<ul>
<li><code>game.showdescriptiononenter</code> (set to false to prevent the room description showing; set to true again after your script is done, and call <code>ShowRoomDescription()</code> if necessary).</li>
<li>If you just want to hide the room name, you can set <code>game.autodescription_youarein</code> to <code>0</code>. To enable it again, set it to a number from 1 to 4.</li>
<li>If you want to postpone changing the room name in the location bar, it'll require some javascripty oddness. If so, let me know and I'll give it a try.</li>
</ul>
<p>Hope that helps!</p>
http://textadventures.co.uk/forum/quest/topic/buyacx2fpewufczd8ixkqg/do-not-display-room-name#58849f30-f463-4a8d-abfe-52b0e5cc3431Do not display Room Name2019-05-23T13:06:43Z2019-05-23T13:06:43Zwooterslw<p>So, how would I (in one particular room) not have the program display the room name? I have some coding where I want something to happen before they enter the room, which includes text and functions displaying text. So it displays all the text and when they enter the room, the room name appears after all that text. So I was hoping to disable the printing of the room name and just print it manually in the Before you enter Room area.</p>
http://textadventures.co.uk/forum/quest/topic/o5xyvcfxvuej_5vis0qnja/inventory-display-with-stacked-object#9a59bd73-4684-4a8d-88c4-95ab9c5228a0Inventory Display with stacked object2019-05-23T06:53:56Z2019-05-23T07:11:28ZDcoder<p>I use a Text Processor directive in my stackables' aliases and listaliases, e.g.: <code>olive oil ({olive_oil_player.qty})</code>. This object's name is <code>olive_oil_player</code> and it has a <code>qty</code> integer attribute. So when it is displayed, it reads: <code>olive oil (5)</code>, if the <code>qty</code> is 5. Whenever the <code>qty</code> value changes, the alias and listalias seem to update automatically.</p>
<p>I also have 2 objectstacks for EACH real stackable object in my game, e.g.: <code>olive_oil_player</code> is a single objectstack that is moved into the player's inventory when the <code>qty</code> is more than zero, and <code>olive_oil_clone</code> is a single objectstack that is cloned and placed in the room when "discovered" or dropped. Actually, I also have a 3rd objectstack <code>olive_oil_merch</code> that is only interacted with whenever the player buys that object from a merchant.</p>
<p>When my stackables are taken or dropped, I run my own take or drop functions to handle everything. Admittedly, they are a bit complicated.</p>
http://textadventures.co.uk/forum/quest/topic/o5xyvcfxvuej_5vis0qnja/inventory-display-with-stacked-object#acb9c6ce-435b-4e17-b806-c07891fc4986Inventory Display with stacked object2019-05-23T01:23:54Z2019-05-23T01:23:54Zmrangel<blockquote>
<p>when I give it to the player it is a single item.</p>
</blockquote>
<p>If the player picks it up, they will have 2, because it adds 1 when it is picked up.</p>
<p>If you give it to the player without them using the 'take' command, your <code>ontake</code> script is never run, so the listalias is never set.</p>
http://textadventures.co.uk/forum/quest/topic/o5xyvcfxvuej_5vis0qnja/inventory-display-with-stacked-object#be6a5ba0-de80-4d01-8e1c-1065ac3e4304Inventory Display with stacked object2019-05-22T23:25:25Z2019-05-22T23:25:25Zwooterslw<p>This is the only object. It has an initial starting stack of 1 because when I give it to the player it is a single item. Then later, as I give him more, it increases the quantity. The object and the code work in game, my issue is that in my inventory I can only show it as "Healing Potion". I'm trying to have it show the quantity of the stack in the inventory window.</p>
http://textadventures.co.uk/forum/quest/topic/o5xyvcfxvuej_5vis0qnja/inventory-display-with-stacked-object#7f0e3a95-baf8-4aa8-b66f-d7f8a4ef113dInventory Display with stacked object2019-05-22T22:38:24Z2019-05-22T22:38:24Zmrangel<p>This looks a little weird.</p>
<p>You have an item called <code>potionstack</code> which has an initial quantity attribute set tyo 1. When you pick it up, it increases this to 2, and sets its listalias to "Healing potion (x2)".</p>
<p>Normally if you have a stacking system, you would have some way to have multiple of the same object. There are two different ways to do this:</p>
<ol>
<li>
<p>You have a <code>potionstack</code>object that the player starts off with (but its quantity might start at 0). Other potion objects can be found, and they have a <code>take</code> script which removes them from the game and increases the quantity of the potionstack instead.</p>
</li>
<li>
<p>All potions are the same (without a separate stack object). When you pick up the first one it is taken normally, but if you pick up a second potion it removes itself from the game and increases the quantity on the first one instead.</p>
</li>
</ol>
<p>I'm not sure which one of these you're working with. If you have a separate potion object that the player can pick up, it might be worth showing us the script for that object. That's more likely where your problem lies.</p>
<p>If you're cloning your potionstack, the script you have won't work because you're changing <code>potionstack.listalias</code> (the list alias of the <em>original</em>) rather than <code>this.listalias</code> (the listalias of the one that the player is currently interacting with). So you'd need to guarantee that the one in the player's inventory is the original one.</p>
http://textadventures.co.uk/forum/quest/topic/o5xyvcfxvuej_5vis0qnja/inventory-display-with-stacked-object#cf4ddccf-0eb5-41e4-8d01-2affe9773831Inventory Display with stacked object2019-05-22T10:56:10Z2019-05-22T10:56:10Zwooterslw<p>Ok. I have an item "Healing Potions". When the player gets one I just increase the quantity of the object. I want the object to display in inventory like "Healing Potions (x2)". I've tried several ways and coming up for broke. How would I accomplish this? I tried using the listalias but that does nothing. Here is what I have so far.</p>
<pre><code> &lt;object name="potionstack"&gt;
&lt;inherit name="editor_object" /&gt;
&lt;look&gt;&lt;![CDATA[{img:Healing_Potion_card.png}&lt;br/&gt;&lt;br/&gt;The liquid burns your throat like bitter fire but quickly heals open wounds and broken bones. When you drink this potion, you recover half of your maximum stamina.]]&gt;&lt;/look&gt;
&lt;attr name="feature_usegive" type="boolean"&gt;false&lt;/attr&gt;
&lt;take /&gt;
&lt;quantity type="int"&gt;1&lt;/quantity&gt;
&lt;alias type="string"&gt;&lt;/alias&gt;
&lt;listalias type="script"&gt;
potionstack.listalias = "Healing Potion (x" + potionstack.quantity + ")"
&lt;/listalias&gt;
&lt;ontake type="script"&gt;&lt;![CDATA[
if (potionstack.quantity &lt; 3) {
potionstack.quantity = potionstack.quantity + 1
}
else {
msg ("You cannot carry more than three healing potions")
}
potionstack.listalias = "Healing Potion (x" + potionstack.quantity + ")"
]]&gt;&lt;/ontake&gt;
&lt;drink type="script"&gt;
if (player.staminacurrent = player.staminamax) {
msg ("Your stamina is at maximum. You decide not to waste the potion.")
}
else {
msg ("You recover half of your maximum stamina and toss the bottle away.")
potionstack.quantity = potionstack.quantity - 1
if (potionstack.quantity = 0) {
RemoveObject (potionstack)
}
player.staminacurrent = player.staminacurrent + (player.staminamax / 2)
potionstack.listalias = "Healing Potion (x" + potionstack.quantity + ")"
}
&lt;/drink&gt;
&lt;use type="script"&gt;
&lt;/use&gt;
&lt;drop type="boolean"&gt;false&lt;/drop&gt;
&lt;inventoryverbs type="stringlist"&gt;
&lt;value&gt;Look at&lt;/value&gt;
&lt;value&gt;Drink&lt;/value&gt;
&lt;/inventoryverbs&gt;
&lt;/object&gt;
</code></pre>
http://textadventures.co.uk/forum/quest/topic/e5j8lzp3qu6gcgo5syswua/page-links-not-appearing-gamebook#28beeba0-c45d-4c3a-adbb-3326bd30f481Page Links Not Appearing (Gamebook)2019-05-20T23:43:20Z2019-05-20T23:43:20ZAnjosustrakr<p>Thanks, I'll try that!</p>
http://textadventures.co.uk/forum/quest/topic/us71vpv-hewtkrrgrvrn5g/default-function-parameters#b90152df-1aaa-4d1e-85d2-0c99f2c5f787Default function parameters2019-05-20T23:17:29Z2019-05-20T23:17:29ZKyle Lav<p>Thanks! That's good to know. I'm not sure if I'll ever need to do this, but I was testing some ideas and wondered if it was possible. Now I'll have it in my toolbox should I ever want to use it.</p>
<p>Cheers!</p>
http://textadventures.co.uk/forum/quest/topic/us71vpv-hewtkrrgrvrn5g/default-function-parameters#c71a78a9-de9e-4229-b52d-b312d8332ebcDefault function parameters2019-05-20T22:38:27Z2019-05-20T22:38:27Zmrangel<p>If you call a function in an expression, parameters can be optional.</p>
<p>So if you do:</p>
<pre><code>MyFunction ("parameter 1", parameter 2)
</code></pre>
<p>you have to specify exactly the number of parameters in the function definition.</p>
<p>but if you do:</p>
<pre><code>some_variable = MyFunction ("Only one parameter even though this function expects 2")
</code></pre>
<p>that isn't actually an error.</p>
<p>If you're writing a function where you intend some parameters to be optional, you would start with something like:</p>
<pre><code>if (not IsDefined ("second_param")) {
second_param = "Default value"
}
</code></pre>
<p>(IsDefined's parameter is a string - the <em>name</em> of a variable to test the existence of. It works for any local variables, which includes function parameters)</p>
<p>If you want more flexible functions, it's possible to check the types of the parameters that are passed and rearrange them, so you can allow any of the parameters to be omitted. But usually there's no need to do this, and it's easier to pass <code>null</code> or some other special value which the function recognises and replaces with the default.</p>
http://textadventures.co.uk/forum/quest/topic/us71vpv-hewtkrrgrvrn5g/default-function-parameters#f9f3c6e9-9e1a-4495-92e0-ccc6ddaf8264Default function parameters2019-05-20T21:53:46Z2019-05-20T21:53:46ZKyle Lav<p>Out of curiosity, does anyone know if Quest supports default function parameters? I looked through the documentation and forums and don't see it mentioned anywhere. From what I can tell there doesn't seem to be a way to call a function without passing an argument for each parameter, but I don't know enough about Quest to say for certain.</p>
http://textadventures.co.uk/forum/quest/topic/z2l6yblvu0cbehdssmpp5a/battle-royale-game-any-ideas#92a78a23-7358-4380-bd5c-e94462feff95Battle Royale Game - Any Ideas?2019-05-20T20:30:50Z2019-05-20T20:30:50Zmrangel<p>Is there a part of that you're having a problem with?</p>
http://textadventures.co.uk/forum/quest/topic/z2l6yblvu0cbehdssmpp5a/battle-royale-game-any-ideas#5948e3ac-4932-4304-82b5-2b20d898aafeBattle Royale Game - Any Ideas?2019-05-20T19:14:10Z2019-05-20T19:14:10ZSh4dowGaming1234<p>Yeah, exactly</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#65d38722-c0f3-4568-9252-1aa1a5acb5b5About Crafting System (newbie)2019-05-20T12:06:25Z2019-05-20T12:06:25ZSacritium<p>Hello again.</p>
<p>When I started to make example of DB I realized it's getting much more complicated and also it can be cause lots of errors. I guess it was a not so good idea without advanced coding knowledge. :(</p>
<p>For now I'm planning to do like what you said before. I will continue with cloning and changing attributes from Quest for now. In that time after to learning little bit more about Quest I will consider my first idea again.</p>
<p>I really don't want to steal your time. I will have much more different questions in short time :D</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#a95ad211-fcd3-4b98-9f37-f196f877c21eAbout Crafting System (newbie)2019-05-20T09:49:25Z2019-05-20T09:49:25Zpascal.marchese<p>You can try to follow this tutorials : https://www.youtube.com/watch?v=axUHoNlWY2k</p>
<p>Have a nice day.</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#8e19f988-b27e-40a2-b37d-bf592f7b8dd1About Crafting System (newbie)2019-05-20T09:46:21Z2019-05-20T09:46:21ZSacritium<p>Thank you so much for your help guys.</p>
<p>Like you said I will prepare example of DB that I'm talking about and I will write here as soon as possible.</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#317d7266-d5bf-4282-b606-aedd5d832a5aAbout Crafting System (newbie)2019-05-20T09:01:40Z2019-05-20T09:01:40Zmrangel<p>Sorry, I was already replyign before your last message. My own fault for taking so long.</p>
<p>As far as items whose attributes depend on the materials they were crafted from, that's an interesting thought.<br>
The thing is that if you're using a 'flat' database, once you've got more than a few items it rapidly becomes larger, and harder to find the part you want to change if you need to make modifications.</p>
<p>Realistically, you would be looking at a single script that runs on startup and copies the information from a CSV file into the objects' attributes. To me, it seems like editing the attributes for an object would be easier if you go to the object in the editor and all the information is there in a tab; but that may be personal preference.</p>
<p>I can see a couple of ways the data can be structured, depending on more detail of what you're hoping to do. Maybe you could show some excerpts from these databases, examples of how the data will be structured? Then I could give a more helpful explanation of how you'd go about importing it.</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#c9b31693-d7bc-43c0-b09a-2d439bdfb04aAbout Crafting System (newbie)2019-05-20T08:47:31Z2019-05-20T08:47:31Zmrangel<p>As far as storing data in an external spreadsheet goes, it's possible.<br>
Reading XLS would probably be a nightmare, but you can probably do CSV with less than a thoiusand lines of code.</p>
<p>I did actually have a spreadsheet containing the ingredient lists. But then I used a macro to convert it into Quest (IASL) code like this to put in the start script:</p>
<pre><code>fish_supper.crafting_recipe = NewDictionary()
dictionary add (fish_supper.crafting_recipe, "fish", 1)
dictionary add (fish_supper.crafting_recipe, "knife", " to gut the fish")
dictionary add (fish_supper.crafting_recipe, "spear", " to hold it with so you don't burn yourself")
dictionary add (fish_supper.crafting_recipe, "campfire", "")
</code></pre>
<p>If you were using the desktop version of Quest, editing the attributes directly would probably be easier than writing a script to do it, but they're both valid options.</p>
<p>As far as the crafted items go, creating them as in-game objects will likely be easier because then you can give them any of the features and attributes that an object in Quest normally has. If you were reading their stats in from an external file, then the file would need some way to contain a dozen different types of nested information that might not apply to all objects, and then the script that loads the file would have to account for all those possibilities. Not to mention that your crafted items couldn't have script attributes (because those can't be dynamically created), which means that verbs and a couple of other Quest features aren't practical.</p>
<p>I can look into the reading external files thing if you can describe the layout of your file. Like I said, CSV shouldn't be that hard. But I do think that it would probably be easier to put the information in object attributes unless you've already got a large amount of data in the spreadsheet.</p>
<p>If you want to take a look, <a href="http://textadventures.co.uk/games/view/luz7uwwsuuqfmk-pmtnx8w/disposable-game">here's a linmk</a> to a test game I made when I was playing around with a crafting system. The raw materials just spawn randomly as you walk around (some other stuff behaves oddly, like picking up the crafting manual doesn't work, but it should be a good example of what I mean by a crafting system)</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#9798f701-1ef0-4a31-a20c-ea33ebc7937aAbout Crafting System (newbie)2019-05-20T08:33:10Z2019-05-20T08:42:28Zhegemonkhan<p>Objects can store data (Attributes) and actions (Script Attributes / "Verbs"), as well as using Delegates (quest's means of allowing the Object's actions: Script Attributes / "Verbs", to act like Functions: having/doing return values and/or parameters/arguments/inputs), and also they can be created with an Object Type / Type (see below) too, so Objects are the best container structures in quest</p>
<hr>
<p>you can also create Object Types / Types, which act like user-level classes/groups (example in code below)</p>
<pre><code>// to do so in scripting:
create ("orc1", "orc_type")
create ("orc2", "orc_type")
create ("orc3", "orc_type")
// I don't know if you can through scripting, create/set-up the, Types / Object Types, themselves however
// -----------------------
&lt;object name="orc1"&gt;
&lt;inherit name="orc_type" /&gt;
&lt;/object&gt;
&lt;object name="orc2"&gt;
&lt;inherit name="orc_type" /&gt;
&lt;/object&gt;
&lt;object name="orc3"&gt;
&lt;inherit name="orc_type" /&gt;
&lt;/object&gt;
&lt;type name="orc_type"&gt;
&lt;attr name="strength" type="int"&gt;20&lt;/attr&gt;
&lt;attr name="endurance" type="int"&gt;20&lt;/attr&gt;
&lt;attr name="dexterity" type="int"&gt;20&lt;/attr&gt;
&lt;attr name="agility" type="int"&gt;20&lt;/attr&gt;
&lt;attr name="speed" type="int"&gt;20&lt;/attr&gt;
&lt;attr name="luck" type="int"&gt;20&lt;/attr&gt;
&lt;/type&gt;
</code></pre>
<hr>
<p>and, you can also create library files:</p>
<p>https://docs.textadventures.co.uk/quest/using_libraries.html</p>
<p>http://textadventures.co.uk/forum/quest/topic/mu7itzjqv0yxrkdwgsbmzg/how-to-make-npc-confront-you-with-chioces#46cdb25b-4767-40a6-8bf4-3cd84e805781 (scroll down to the library section in my big post, though you might want to read the stuff above, and/or my entire post, as I tried to write a guide on understanding working directly with quest's 'asl' game coding)</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#1910e7b2-d681-4f61-958c-21fb310a2ae0About Crafting System (newbie)2019-05-20T08:12:37Z2019-05-20T08:12:37ZSacritium<p>Thank you for your answer hegemonkhan. Firstly yes It's really complex system I know that. :D So I'm preparing tropical island survival game. Player will start with nothing. Player needs to find everything on the island. Because of that there will be some combinations.</p>
<p>For example you can use vine for making stone axe. Or if you can find fishing line you can use that too. Than it will be have different durability. Or you can use dry leaves or dry coconut as tinder. etc. etc. Because of that I need to put different resources and tools. All of them will have different attributes. For the beginning I can do like clone item from different room. But in the future I need to use db or something like that.</p>
<p>Because if I write script for checking all of the resources that player has in the inventory will be difficult. If I need to do some changes later, it will be so easy to change that in DB also.</p>
<p>I'm thinking if I can use DB, I can create a crafting menu. So in this crafting menu player can see what he/she able to create easily.</p>
<p>For example</p>
<p>If player has sharp stone, small wood and vine or fishing line can create stone axe. Script will check the resources in the player's inventory and db after that will show in the command/crafting menu the things that player can create. When player choose a item for create script will check the details(attributes) for that item from other DB and will give item to the player.</p>
<p>In that way I don't need to write script for every possibilities because all of them already in the DB. I know it's looks like I'm a lazy person but I'm also thinking for future improvements like item dryness level like wet wood can not used for camp fire etc. etc.</p>
<p>I hope I explained how I'm thinking.</p>
http://textadventures.co.uk/forum/quest/topic/x-3pi0f9v0_sirbt1gbfza/just-a-few-questions#2f39b0d6-4c7f-4201-b8cd-fc773c7f5f01Just a few questions...2019-05-20T08:06:53Z2019-05-20T08:12:41Zhegemonkhan<p>Alex Warren (creator/owner), Pertex, Jaynabonne, Sgreig, Pixie, and probably some more I'm leaving out, developed quest (quest: text adventure and game book, and squiffy)</p>
<p>but, Alex has been working on quest for 10+ years, so it was time for him to move on with his life and different projects</p>
<p>some of the others might have stayed and are helping pixie with the development, and some might have moved on too</p>
<p>(same with us normal users, sometimes we get some really good coders, but a lot of people don't stay for too long, sadly, as creating games is a lot of work/commitment)</p>
<p>Pixie took up the continued development of quest</p>
<p>Manowar took up the handling of the servers (quest sites: quest forum site, quest doc site, quest online games handling, etc)</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#83f9f795-8414-4784-90c9-dd22e63c249cAbout Crafting System (newbie)2019-05-20T07:43:43Z2019-05-20T07:59:11Zhegemonkhan<p>(filler for getting my edited post, updated/posted)<br>
(again, filler for getting my edited post, updated/posted)</p>
<hr>
<p>I've never done an advanced design for crafting (it would be helpful for us/mrangel for you to describe/explain what you want with your crafting system and how you want it done, and how it works for the player, as much as you can, as there's lots of designs and complexity/scale, so we'll/mrangel need to know what exactly you want for your crafting system)</p>
<p>so, since I've never done this before, in just thinking about it, I'd imagine for the most complex/advanced crafting system with lots of data/stuff usage, you'd want:</p>
<p>(quest is extremely powerful, it can pretty much do anything programming/code-wise/game-design-wise)</p>
<ol>
<li>base stuff (Objects, Attributes, Object Types, and/or etc) that you can clone</li>
<li>combining/concatenating lists' items</li>
<li>advanced data structures (like trees)</li>
<li>recursion</li>
</ol>
<p>but, there might be better design methods for doing an advanced/complex crafting system, as I've never tried one myself yet</p>
<p>though, I'll let mrangel help you with this stuff, as I've never tried doing this stuff myself and am still not that great at it (data structures and recursion)</p>
<p>(I'll be lurking though, to learn myself, and if I can offer any help, I will)</p>
<hr>
<p>morrowind's (hadn't played oblivion or skyrim) alchemy (crafting/mixing) and/or spell-making (crafting/mixing) systems are pretty advanced/complex:</p>
<pre><code>https://en.uesp.net/wiki/Morrowind:Alchemy
https://en.uesp.net/wiki/Morrowind:Ingredients
https://en.uesp.net/wiki/Morrowind:Spellmakers (has a little bit about making custom spells)
https://en.uesp.net/wiki/Morrowind:Magic
https://en.uesp.net/wiki/Morrowind:Spells
https://en.uesp.net/wiki/Morrowind:Spell_Effects
</code></pre>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#43ec7c8e-6a9c-4ef5-a2e3-6932c6087233About Crafting System (newbie)2019-05-20T06:13:38Z2019-05-20T06:13:38ZSacritium<p>Thank you for your answer mrangel. Would be really happy if you can share. At least I can understand little bit more about crafting and coding.</p>
<p>I was thinking about cloning objects too but after thinking how many lines of code I need to write for checking all of the resources etc. using this kind of db will be much more easier I guess and with this kind of db I can prepare crafting menu easily. If the player has all of resources and tools then in the menu, items can be active or visible. It will be much more easy for player too. I'm not familiar with coding so I'm also not sure Quest supporting this kind of db or not.</p>
http://textadventures.co.uk/forum/quest/topic/z2l6yblvu0cbehdssmpp5a/battle-royale-game-any-ideas#3d741279-430f-4c66-bc4f-f961d1a41b0fBattle Royale Game - Any Ideas?2019-05-20T05:25:31Z2019-05-20T05:25:31ZSh4dowGaming1234<p>Yeah, exactly</p>
http://textadventures.co.uk/forum/quest/topic/z2l6yblvu0cbehdssmpp5a/battle-royale-game-any-ideas#c73bc194-ed64-4854-b485-c44fca42b14dBattle Royale Game - Any Ideas?2019-05-19T22:37:41Z2019-05-19T22:37:41Zmrangel<p>I assume you'd add something to the code for building walls, so that if there's a floor there you have it construct a house.</p>
<p>Or am I misunderstanding?</p>
http://textadventures.co.uk/forum/quest/topic/z2l6yblvu0cbehdssmpp5a/battle-royale-game-any-ideas#1fd24a3b-7855-411a-a10d-fc358bea76fdBattle Royale Game - Any Ideas?2019-05-19T22:05:54Z2019-05-19T22:05:54ZSh4dowGaming1234<p>Hi<br>
I'm building a battle royale game called Decimation.</p>
<p>I have the parachute thing, a random loot crate, different guns (and some melee weapons), different areas, and more.</p>
<p>I just need to know how exactly to make a system where building in the same room as another building would make a structure</p>
<p>E.g. Builds wall in same room as floor, makes house.</p>
<p>Hope this is easy enough to understand.</p>
<p>Thanks.</p>
http://textadventures.co.uk/forum/quest/topic/x-3pi0f9v0_sirbt1gbfza/just-a-few-questions#02f59e30-6396-4ca4-a201-d84f3a3f9975Just a few questions...2019-05-19T21:46:21Z2019-05-19T21:46:21ZRichard Headkid<p>Alex Warren created Quest, Squiffy, and this site.</p>
<p>https://blog.textadventures.co.uk/2013/11/07/quest-is-15/</p>
<hr>
<p>A few years ago, The Pixie and Manowar took over everything:</p>
<p>http://docs.textadventures.co.uk/quest/history.html</p>
http://textadventures.co.uk/forum/quest/topic/x-3pi0f9v0_sirbt1gbfza/just-a-few-questions#e5b99f88-e57f-4728-9519-a06bd11c6e04Just a few questions...2019-05-19T21:20:31Z2019-05-19T21:20:31ZZesc<p>Everyone here in the forums is a user of this site too. This means the people answering are mostly other players/coders, but the devs also show up at times.</p>
<p>You submit your games via <em>http://textadventures.co.uk/submit/submitfile</em> where you can upload your games. They will go through a short reviewing process before becoming public.</p>
<p>Once a game is released, its page on this website will display Plays and Downloads, together with other things like the ranking.</p>
<p>Regarding your first question, i honestly don't know. This website is not identical with Quest/Squiffy, and there is no "About" to clearify things. Now i'm intrigued too.</p>
<p>Last but not least, a friendly reminder: since this doesn't concerns Quest directly, you were better of posting this in the General Discussion forum.</p>
http://textadventures.co.uk/forum/quest/topic/x-3pi0f9v0_sirbt1gbfza/just-a-few-questions#e52577e9-f016-4c8f-9892-04cd16be0258Just a few questions...2019-05-19T19:11:01Z2019-05-19T19:11:01ZSh4dowGaming1234<p>Hi</p>
<p>Sh4dowGaming1234 here.<br>
I have moderate quest experience, but I have some non-coding questions.</p>
<ol>
<li>Who created textadventures.co.uk?</li>
<li>Are the people who solve problems on the forums (and have solved mine every time) workers of the site, or just the community?</li>
<li>How can I get my games out there?</li>
<li>How can I tell how many people have played my games?</li>
</ol>
<p>Thanks</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#7bdc5515-c270-431d-83f6-e3d0c48721caAbout Crafting System (newbie)2019-05-19T18:36:54Z2019-05-19T18:36:54Zmrangel<p>I've made a crafting system before, and I think you've got a good idea.</p>
<p>As far as the attributes for crafted items, it's probably easiest to create one of each item and store them outside player space (outside any room), and then clone those objects when the player creates one.</p>
<p>I've created a simple crafting system before, as an experiment, and would be happy to share the code if it's useful to you.</p>
http://textadventures.co.uk/forum/quest/topic/e5j8lzp3qu6gcgo5syswua/page-links-not-appearing-gamebook#9e4a9794-97f9-4136-8524-16152d98f4c6Page Links Not Appearing (Gamebook)2019-05-19T18:30:34Z2019-05-19T18:30:34Zmrangel<blockquote>
<p>I clicked "Code View" and pasted it instead of the AddPageLink, but it just instantly gave me an internal error...</p>
</blockquote>
<p>The web editor gives an internal error on leaving code view if the code contains a string with a &lt; character in.</p>
<p>If using the web editor, remove the &gt;s, then once it's saved you can re-add them to the string in the GUI view.<br>
(This is one of the most annoying bugs in the web editor if you're doing complex things)</p>
<p>You can probably remove the <code>&lt;span&gt;</code> tags if you prefer… I just put them in as a placeholder, because there will need to be some HTML there if you want to do this on a page that already contains links and I can't remember what else is there as well as the <code>&lt;span&gt;</code>.</p>
http://textadventures.co.uk/forum/quest/topic/e5j8lzp3qu6gcgo5syswua/page-links-not-appearing-gamebook#84c7d3fc-9785-4de8-a72a-c707bf4d4804Page Links Not Appearing (Gamebook)2019-05-19T17:02:25Z2019-05-19T17:03:56ZAnjosustrakr<p>Well, I "fixed" it using a workaround. Now I just have the Intro page automatically transport you to the Intro Links page, which is a Text page with links that do appear.</p>
<p>This problem is very annoying, though. I would still appreciate it if anyone could tell me how to get AddPageLink to work.</p>
http://textadventures.co.uk/forum/quest/topic/e5j8lzp3qu6gcgo5syswua/page-links-not-appearing-gamebook#80f34a04-637e-4fdf-a4f1-10829395d6dcPage Links Not Appearing (Gamebook)2019-05-19T15:52:46Z2019-05-19T17:03:14ZAnjosustrakr<p>Also, why do the links not appear on Page2 either, when that is an only text page (just the basic Page2 but with a link to Page3).</p>
<p>EDIT: It's because I didn't write anything in the link text box. [facepalm]</p>
http://textadventures.co.uk/forum/quest/topic/e5j8lzp3qu6gcgo5syswua/page-links-not-appearing-gamebook#75a04b37-889c-4570-9b14-299bcda517fcPage Links Not Appearing (Gamebook)2019-05-19T15:41:39Z2019-05-19T15:41:39ZAnjosustrakr<p>@Sh4dowGaming1234</p>
<p>Page2 and Page3 are still called that. :(</p>
<p>@mrangel</p>
<p>Your logic makes sense, but where do I put that code? I clicked "Code View" and pasted it instead of the AddPageLink, but it just instantly gave me an internal error...</p>
http://textadventures.co.uk/forum/quest/topic/u4nb0gcqnecqy8aqlsghtw/about-crafting-system-newbie#2eeb2591-9962-4f98-8cbe-9901953ecfefAbout Crafting System (newbie)2019-05-19T10:58:28Z2019-05-19T10:58:28ZSacritium<p>Hello Guys!</p>
<p>I'm checking the forums for 3 days but I couldn't see something about what I need to do. Because of that I opened this topic.</p>
<p>So I'm trying to prepare simple survivor game. But There is a problem so Player needs to craft lots of items unfortunately. I guess I can use 2 option, Create Object and Get Object.</p>
<p>If I can prepare 2 lists. One of them just creatable objects(creat.xls) and other details(att.xls) of the object. creat.xls has the list of the objects and how many resources they needs. att.xls has the attiributes of the objects. I tought if I can prepare lists like that maybe it will be much more easier to check which resources player has and able to create.</p>
<p>I gave to extensions for example. Is it possible to do something like that? or which way I need to follow?</p>
<p>Thank you so much for help.</p>
http://textadventures.co.uk/forum/quest/topic/e5j8lzp3qu6gcgo5syswua/page-links-not-appearing-gamebook#0542919e-40d6-42cf-b425-cc2ba25d1031Page Links Not Appearing (Gamebook)2019-05-19T10:09:32Z2019-05-19T10:09:32Zmrangel<p>(Note: I'm answering just by skim-reading the code, so I could be completely wrong here)</p>
<p>I think the problem is with the order of execution.</p>
<p>When you visit a page, Quest runs the page's script (if there is one), displays the page's text (if there is one), and displays the page's links (if there are any).</p>
<p>In this case, the script displays an input box, and makes a note of another script (the one inside the GetInput block) to run when the player enters something.</p>
<p>So the order of events is:</p>
<ol>
<li>Display the first message.</li>
<li>Display the input box to ask for the player's name</li>
<li><strong>Display the links currently in that page's dictionary</strong></li>
<li>Wait for the player to input something</li>
<li>Display the second message</li>
<li><strong>Add a link to the page's dictionary</strong></li>
</ol>
<p>Your new link is added, but the page's links have already been copied to the screen. So you need to send your link to the screen manually.</p>
<p>Instead of:</p>
<pre><code style="color: brown"> AddPageLink (Intro, Page3, "Do Something!")</code></pre>
<p>I think you need</p>
<pre><code style="color: green"> if (not HasString (game, "optionsoutputsection")) {
game.optionsoutputsection = StartNewOutputSection()
EndOutputSection (game.optionsoutputsection)
}
JS.eval ("$('."+game.optionsoutputsection+"').append('&lt;span&gt;" + ProcessText("{command:Page3:Do Something!}") + "&lt;/span&gt;');")</code></pre>
<p>(You would want to use AddPageLink as well if you want the link to still be there when you visit the page in future</p>
http://textadventures.co.uk/forum/quest/topic/d1msq5hscemh9j2qmd0_cq/skill-buy-point-allocation#cac439f7-9021-4ae4-8b0b-a63cef9fff09Skill buy/point allocation2019-05-19T09:45:32Z2019-05-19T09:45:32Zmrangel<blockquote>
<p>Using Pixie's dialogue box, I have discovered that if the dialogue box is opened more than once</p>
</blockquote>
<p>OK… I'm just skimming over the code, but it looks like you might be creating the dialogue box more than once. This could be a problem, because when you have 2 elements with the same ID, it doesn't know which to change.</p>
<p>My recommendation would be to make sure that the line:</p>
<pre><code>JS.addText (GetFileData("dialogue.html"))
</code></pre>
<p>is only run once. Then when you want to display the dialog again, you would do:</p>
<pre><code>JS.eval("$('#dialog_window_1').dialog('open');")
</code></pre>
<p>to make the hidden dialog reappear, rather than creating a new one.</p>
<p>The problem with this is that if the player loads a saved game, there won't be a hidden dialog to show.<br>
So really, what you need to do is create the dialog in your UI initialisation script, and then open it whenever it's needed.</p>
<p>Does that make sense? I'm kind of rushed now so don't have time to explain in more depth, but if there's anything you need help with I'm sure someone will be around to answer.</p>
http://textadventures.co.uk/forum/quest/topic/dgmnjfdi6e_ojpqiweeieg/help-me-moderate-quest-experience-move-object-help-solved#78a47dc8-703e-4d2c-8a93-4919adef13e4HELP ME! MODERATE QUEST EXPERIENCE! MOVE OBJECT HELP! [Solved]2019-05-19T08:19:18Z2019-05-19T08:19:18ZSh4dowGaming1234<p>Thanks a lot.</p>
<p>I have been getting so much better at quest coding since I found out about the forums.</p>
http://textadventures.co.uk/forum/quest/topic/afx_xkurw02bv7qbsepaoa/building-battle-royale-game-46-complete-need-help-solved#b7a16a31-1ded-4667-9f36-949b77c9f480Building battle royale game - 46% complete, need help. [Solved]2019-05-19T08:17:33Z2019-05-19T08:17:33ZSh4dowGaming1234<p>Thanks a lot.</p>
<p>I know about the strictness of coding.<br>
Thanks a lot!</p>
<p>This is your reward:</p>
<details>LootHelpCode8294</details>
Type it exactly like in the spoiler.
<p>Sh4dowGaming1234</p>
http://textadventures.co.uk/forum/quest/topic/dgmnjfdi6e_ojpqiweeieg/help-me-moderate-quest-experience-move-object-help-solved#9668a6e5-6cbf-4e7f-8c90-a9b12878349aHELP ME! MODERATE QUEST EXPERIENCE! MOVE OBJECT HELP! [Solved]2019-05-19T07:19:24Z2019-05-19T07:20:37Zhegemonkhan<p>we're a small community, but extremely friendly and helpful, though we're busy with real life and/or our own projects/games/etc, so might not be able to respond immediately, and you got to be willing to learn, as its required to do programming and thus game making. we'll be glad to help with learning, but you got to put the work in with our help. if you don't understand something, then ask us to explain it, line by line, part/segment by part/segment, if need be.</p>
<p>"give a man a fish, feed him for a day. teach a man to fish, feed him for life"</p>
http://textadventures.co.uk/forum/quest/topic/afx_xkurw02bv7qbsepaoa/building-battle-royale-game-46-complete-need-help-solved#367e6d9d-e905-40ee-8297-dff813433943Building battle royale game - 46% complete, need help. [Solved]2019-05-19T07:08:59Z2019-05-19T07:21:57Zhegemonkhan<p>quest is upper-lower case sensitive</p>
<p>the correct built-in function is:</p>
<p>http://docs.textadventures.co.uk/quest/functions/corelibrary/randomchance.html</p>
<pre><code>RandomChance (INTEGER_VALUE_OF_0_to_100_or_VARIABLE_STORING_SUCH_VALUE)
</code></pre>
<p>you got a lower-case 'r', which is not the built-in 'RandomChance' Function:</p>
<pre><code>randomChance(85) // Error: there is no built-in 'randomChance' Function
</code></pre>
<hr>
<p>programming requires (and thus makes you) into a "grammar, typing, and spelling nazi", having 100% error free content. Coding teaches/forces you to really spot typos, at 100% success rate... lol</p>
http://textadventures.co.uk/forum/quest/topic/afx_xkurw02bv7qbsepaoa/building-battle-royale-game-46-complete-need-help-solved#8ba45d10-e6c6-4dc2-9573-0638a058aad6Building battle royale game - 46% complete, need help. [Solved]2019-05-19T05:24:42Z2019-05-19T08:18:06ZSh4dowGaming1234<p>Hi again.</p>
<p>This is now my fourth post LOL!</p>
<p>So, with the searchscript on the quest documentation (https://docs.textadventures.co.uk/quest/zombie-apocalypse-2.html)</p>
<p>I search a dead object and I get the random (1-50) money, but it gives this:</p>
<pre><code>Error running script: Error compiling expression 'randomChance(85)': FunctionCallElement: Could find not function 'randomChance(Int32)'
</code></pre>
<p>Help me please!</p>
<p>P.S Whoever helps me will get a special benefit when the game comes out.</p>
http://textadventures.co.uk/forum/quest/topic/dgmnjfdi6e_ojpqiweeieg/help-me-moderate-quest-experience-move-object-help-solved#7c948981-0283-4c96-b006-18aec45e2449HELP ME! MODERATE QUEST EXPERIENCE! MOVE OBJECT HELP! [Solved]2019-05-19T05:12:46Z2019-05-19T05:12:46ZSh4dowGaming1234<p>Thanks so much.</p>
<p>It works</p>
<p>I recently started doing Quest games. I love the forums, so handy.<br>
Thanks for the notification about the whole 'only way to get people's attention' thing.<br>
You were incredibly helpful. It works perfectly.</p>
<p>Type this code when the game comes out:</p>
<details>BuildHelpCode1603</details>
<p>Thanks<br>
Sh4dowGaming1234</p>
http://textadventures.co.uk/forum/quest/topic/dgmnjfdi6e_ojpqiweeieg/help-me-moderate-quest-experience-move-object-help-solved#2a49aa4b-b0e6-4ab1-8933-1c0075a62097HELP ME! MODERATE QUEST EXPERIENCE! MOVE OBJECT HELP! [Solved]2019-05-19T02:13:59Z2019-05-19T02:13:59ZRichard Headkid<p>PS</p>
<p>You could also just replace <code>game.parent.room</code> with <code>game.pov.parent</code>.</p>
http://textadventures.co.uk/forum/quest/topic/dgmnjfdi6e_ojpqiweeieg/help-me-moderate-quest-experience-move-object-help-solved#2d726843-3e64-464a-9a25-2289e21a2b1bHELP ME! MODERATE QUEST EXPERIENCE! MOVE OBJECT HELP! [Solved]2019-05-19T02:12:02Z2019-05-19T02:12:02ZRichard Headkid<blockquote>
<p>You may be getting a little annoyed with these posts by now LOL!<br>
It's really the only way to get people's attention.</p>
</blockquote>
<p>Since you brought it up, it's definitely not the only way to get people's attention. We (nearly) constantly check the forum to see if there are new posts. We are problem-solving junkies. If there's a new post (all-caps or not), we click on it.</p>
<p>I'm not knocking your methods, mind you. I believe we should all post whatever we want, whenever we want, however we like.</p>
<p>So, anyway...</p>
<p>If you just want to clone the <code>GlassWall</code> object and move the new clone to the current room, try:<br>
<code>CloneObjectAndMoveHere (GlassWall)</code></p>
<hr>
<p>More cloning tricks:<br>
http://docs.textadventures.co.uk/quest/clones.html</p>
http://textadventures.co.uk/forum/quest/topic/dgmnjfdi6e_ojpqiweeieg/help-me-moderate-quest-experience-move-object-help-solved#80c66d1d-064c-4e15-a712-fd7e481cf579HELP ME! MODERATE QUEST EXPERIENCE! MOVE OBJECT HELP! [Solved]2019-05-19T01:25:17Z2019-05-19T05:13:23ZSh4dowGaming1234<p>Hi</p>
<p>You may be getting a little annoyed with these posts by now LOL!<br>
It's really the only way to get people's attention.</p>
<p>So, um, I'm building a battle royale game called Decimation.</p>
<p>I have four building materials, namely lattice, concrete, iron, and glass.<br>
I added a command with the pattern<code>build glass wall</code>.</p>
<p>There are over 50 rooms in the game.<br>
There's no way I'm doing a script like this:</p>
<pre><code>if (game.pov.parent = Some Room) {
Do Something
}
else if (game.pov.parent = Some Other Room) {
Do this other thing
}
</code></pre>
<p>you get the idea.</p>
<p>I tried this:</p>
<pre><code> msg ("You throw up a glass wall.")
game.glass = game.glass - 10
CloneObjectAndMove (GlassWall, this.parent.room)
}
else {
msg ("You don't have enough materials for that.")
}
</code></pre>
<p>It doesn't work. I thought <code>game.parent.room</code> was a real delegate.<br>
Can you tell me how to do this?</p>
<p>Also, I know it says <code>game.glass</code> instead of <code>player.glass</code>. This is because the player can use potions to change into different things.</p>
<p>Thanks.</p>
<p>P.S Whoever helps will get a special benefit when the game comes out sometime next month.</p>
http://textadventures.co.uk/forum/quest/topic/e5j8lzp3qu6gcgo5syswua/page-links-not-appearing-gamebook#37a58ff7-0420-401f-8cc8-e080e89ac397Page Links Not Appearing (Gamebook)2019-05-19T01:09:16Z2019-05-19T01:09:16ZSh4dowGaming1234<p>Okay, I see your problem.</p>
<blockquote>
<p>Everything works fine, except the page link never appears.</p>
</blockquote>
<p>apparently, your code is this:</p>
<pre><code> AddPageLink (Intro, Page3, "Do Something!")
</code></pre>
<p>This would only work if your <code>Page2</code> and <code>Page3</code> were still named <code>Page2</code>and <code>Page3</code>.</p>
<p>Hope this helps.</p>